Re: [osg-users] Graphical issues with display lists on ATI 5870 cards

2010-07-01 Thread Andy Peruggi
Hi Wojtek,

Thanks for the input, good to know we aren't the only ones seeing issues. We 
rolled back the drivers to 10.4 and all the issues magically disappeared. I'm 
disappointed that ATI's QA process doesn't test for such basic feature support 
with their latest driver releases. We'll have to keep a close eye on this now.

Thanks,

- Andy

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[osg-users] Graphical issues with display lists on ATI 5870 cards

2010-06-29 Thread Andy Peruggi
Hi everyone,

My company has been developing products using OSG for a few years now, and 
recently we've noticed some rendering issues on two machines that are both 
running ATI 5870 cards using the latest ATI drivers (Catalyst 10.6). We wanted 
to know if anyone running similar hardware has seen these issues. We are using 
the 2.8.2 release of OSG.

We notice two major graphical problems:
* Incorrect lighting on primitives - flat geometry with equal vertex normals at 
all vertices appears to have incorrect lighting over the surface (using the 
default osgviewer lighting)
* Corrupted textures - either a single pixel color over the entire surface or 
it looks like the UV coordinates were run through a blender

We have tested rendering using the OSGViewer with a simple .osg file containing 
two triangles (forming a quad) with identical per-vertex normals and simple 
per-vertex UVs. What we have found is that we either have to disable display 
lists on the geometry in order to have the quad render correctly, or else we 
seem to be able to get correct results by adding additional (bogus) values to 
the per-vertex normal and UV lists to pad them. We believe this means that 
somewhere between OSG and the GPU the per-vertex data in the display list is 
getting corrupted and normals/UVs are getting lost.

We have not experienced this issue in any other 3D apps on this hardware, 
including ones that use display lists. We also do not have the rendering issues 
with our app on other hardware (tested using several nVidia cards and and older 
ATI card). We think this may be an ATI driver bug, but we're not sure at this 
point and would like to hear if anyone else has run into these issues.

Thanks.

- Andy Peruggi
Applied Research Associates, Inc[/list]

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Re: [osg-users] Graphical issues with display lists on ATI 5870 cards

2010-06-29 Thread Wojciech Lewandowski

Hi Andy,

I have seen some funky effects recently on Radeon 5970  4890.   I was not 
able to install 10.6 on Windows 7 64 bit on 5970. Driver kept crashing with 
classic BSOD. But texture corruption you mention was present in 10.5 on 
Radeon 4890 as well. In both cases we switched back to Catalyst 10.4. We 
have read on the forums that ATI started to experiment with GL 3.3  4.0 
recently and broke OpenGL 2.0 compatibility in latest drivers.


My other observations on Catalyst 10.4 are related to Texture Matrix default 
not being identity in the shaders. Light attenuation factors seem to be 
incorrect in shaders as well. Frankly I don't have  much experience with 
testing on Radeons, I ony have recently made few experiments. I could not 
count them as successful. Good thing about Windows 7 is one can have both 
NVidia  ATI installed together. Card that displays main screen renders all 
OpenGL so usually after some frustrating tests on ATI, I quickly switch main 
monitor to NVidia ;-).


Cheers,
Wojtek

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From: Andy Peruggi aperu...@ara.com
Sent: Tuesday, June 29, 2010 8:02 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Graphical issues with display lists on ATI 5870 cards


Hi everyone,

My company has been developing products using OSG for a few years now, and 
recently we've noticed some rendering issues on two machines that are both 
running ATI 5870 cards using the latest ATI drivers (Catalyst 10.6). We 
wanted to know if anyone running similar hardware has seen these issues. 
We are using the 2.8.2 release of OSG.


We notice two major graphical problems:
* Incorrect lighting on primitives - flat geometry with equal vertex 
normals at all vertices appears to have incorrect lighting over the 
surface (using the default osgviewer lighting)
* Corrupted textures - either a single pixel color over the entire surface 
or it looks like the UV coordinates were run through a blender


We have tested rendering using the OSGViewer with a simple .osg file 
containing two triangles (forming a quad) with identical per-vertex 
normals and simple per-vertex UVs. What we have found is that we either 
have to disable display lists on the geometry in order to have the quad 
render correctly, or else we seem to be able to get correct results by 
adding additional (bogus) values to the per-vertex normal and UV lists to 
pad them. We believe this means that somewhere between OSG and the GPU the 
per-vertex data in the display list is getting corrupted and normals/UVs 
are getting lost.


We have not experienced this issue in any other 3D apps on this hardware, 
including ones that use display lists. We also do not have the rendering 
issues with our app on other hardware (tested using several nVidia cards 
and and older ATI card). We think this may be an ATI driver bug, but we're 
not sure at this point and would like to hear if anyone else has run into 
these issues.


Thanks.

- Andy Peruggi
Applied Research Associates, Inc[/list]

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http://forum.openscenegraph.org/viewtopic.php?p=29501#29501





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